I got my Players handbook for 5th Edition last night, and blazed through most of it in a night. For those on the fence, I want to share some initial thoughts:
PROS- Most of what 4E introduced is gone. No powers, At-Will, Dailies, or any of that. It's like they are pretending 4E didn't exist; this is an evolution from 2E and 3/3.5E.
- Gnomes are a base race again! Along with Dragonborn and Tieflings still from last edition.
- Racial bonuses are really distinct and powerful this time around. Except humans, who get +1 to every attribute...powerful, but kind of boring mechanically. Halflings are almost overpowered as they can reroll any fumble!
- All the 3E classes are back, so yes Monks, Druids, etc are in the base book. Warlocks are a base class now, like in 4E.
- Classes have "paths" or "archetypes" now, similar to how clerics can pick domains and wizards can pick spell schools. These replace prestige classes in most cases...fighters can become Eldrich knights, rogues can become assassins, etc.
- With the new paths/archetypes, feats are now optional, but each feat is powerful and does several things.
- Dual weilding is really easy now. Just use two light weapons. Done. No need to heavilly invest, no big penalties.
- Paladins are more interesting than they have ever been. There are no more class alignment restrictions, but paladins must choose an Oath (Courage, Devotion, Ancient, or Vengeance), and each oath has different tenants you must follow to not "fall". Each oath also gets different spells.
- Backgrounds are much more important, think of them like minor classes that give some extra gear or proficiencies based on your character history (Hermit, Soldier, Criminal, Noble, etc.)
- The Bard is amazing, and the Rogue is a damage MONSTER. All the classes feel much more unique than in 3E/3.5E...except maybe the ranger.
- Wizard spell schools now offer several unique abilities not tied to spells, making them much more distinct. A Necromancer feels different than an Illusionist now.
- The 3.5E spell system is back, but more flexible. No metamagic, you can cast any known spell from a higher slot now on-the-fly to increase it's power. You can also cast any spell as a "ritual", greatly increasing cast time but making it not burn a spell slot.
- There is a huge focus on RP now. You must choose an Ideal for your character, and a Bond (a person, place, or situation they have affinity with). When a DM feels you are roleplaying your Ideal or Bond well, you can get an inspiration point to spend for temporary bonuses.
CONS- The 4E reboot of Tieflings is apparently here to stay. They are a distinct race and still look like full freaking fiends and are simply "mistrusted". It's dumb, it was dumb in 4E and it's still dumb now.
- The Ranger class comes off a bit less distinct than the other classes, lacking a specific niche.
- Druids have lost their animal companion. On the one hand this is to focus more on wild shape (druids are more powerful by themselves now), but this will still disappoint a lot of druid fans.
- The Warlock is a little inelegantly designed and overly-complicated, having both spells and incantations as separate things, and picking a patron (Archfey, Fiend, or Old One), AND a boon type...it's just all over the place. At least they do more than spam eldrich blast now.
- The iconic Elf is Drizzit. I'm so sorry, elf fans.
PRO/CON- There is a lot of combat/equipment rule simplification across the board. This depends on your tastes. It makes things faster but is a little less detailed.
- Saving throws are stats now. (Dex save, Constitution save, etc.)
- Base attack tables are gone, everyone follows the same "proficiency" progression now for attack bonuses.
- HP has a higher floor now (Rogues are d8, Wizards are d6). Barbarians still have the most at d12. I like this, but some people might have preferred Wizards to be so fragile.
- The overall power curve is much less steep. A level 5 character is not as dramatically less powerful than a level 10, now. Some people will like this and some won't.
I look forward to running a few games in the coming weeks. 4E is dead! 5E has given us DnD back! (Even if it might not be everyone's favorite edition.)
